・NMやコンテンツで入る装備のほうがクラフターが作る装備より強力だが、マテリアを付けることで性能を超えることも可能。 The equipment from NM and Contents are stronger but by putting materia it can go over the stats (most likely talking about putting materia on crafted gear)

・愛着度はある程度たまりやすくする。 Will make it possible to gain attachment points fast (easy?) Originally Posted by Nietzsche ギャザラーにインスニ系は実装するみたいですね。エオ通に書いてありました。 In Eotsu it says they going to release Invis/Sneak for Gatherer. Originally Posted by Nietzsche エオ通に、ジャンプすると魔法詠唱中断するとありました。個人的には詠唱中断の決定ボタン2度押しより、FF11の移動のほうがわかりやすかったので、ジャンプはいいアイデアだと思います。 In Eotsu it says if you jump it will cancel the spell (casting) personally rather than pressing cancel button twice, FF11 style was easier so I think this jump idea is good.

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・クラスももっと個性だす方向に。アクションコスト削除。アクションのランク制限導入。 Will make class more unique, take away action cost, adding rank restrictions to actions. ・ジョブはさらに制限かかる代わりに専用アクション・アビが覚えられる。 「ナイトだとHP激増するかわりに攻撃激減」 Job will have more restrictions but can learn it's own (jobs) Action/Abilities [Paladin will gain HP but lose attack] ・銃術巴術はジョブが導入されバランスとれたあと実装。 Arcanist and Musketeer will be released once job is released and balanced ・巴術は地面に設置する罠や魔法をつかうクラス。ジョブは風水士？ Arcanist is a class that sets traps and uses magic, job is Geomancer? ・マウントポジションを妄想している。 Thinking of Mount Position (?? don't get this) ・ギルドトークンで交換したアビは払い戻しできるように。 Will make buy-back for guild token ・短剣や曲刀がおなじ剣カテゴリーなのは細分化するより両手もちや二刀流で個性だす。 シーフもちゃんと考えてる。 Instead of making sub-division for Short Swords or Curved Blade will make it more unique for Two Handed weapons, or Dual Wielding weapons. Thinking about Thief also. ・ヘイストは今度こそバランスとる。 Will make sure to balance this time with "heist" (most likely means no more F up like they did with FFXI heist gear) ・バトルの長さはソロでおなつよ相手に40秒くらい。装備がよければ30秒くらいに調整。 Adjustments to battle to make battle duration for same level mob should be about 40 seconds each battle, if good gear about 30 seconds each. ・ダメージ表現はもっと気持ちよく。エフェクトとあわせてログみなくともバトルの流れつかめるように。 Will make it so it's easier to view the effect, damage display so you don't have to look at the log. ・バトルレジメン改修はいつになるかわからない。 Don't know when repairs will be done to Battle Regimen ・インスニはギャザラーに追加。 Gatherer will get invis/sneak ・敵視については、自分の敵視リセットアビやボスが敵視に関する技つかったり。 Regarding enmity, use own enmity reset ability, or boss using moves that's related to enmity. ・今後追加されるアライアンスコンテンツのためにも、占有システムは廃止。 アライアンス用に戦利品の分配システムを考えている。 In later alliance content, will get rid of claiming system, thinking of loot system for alliance. ・単一パーティーのときはファーストアタッカーのいるパーティーに報酬がはいる。 When in party, party with first attacker will get reward (?? don't get this) ・全てのモンスターが遠隔攻撃する現在は修正して、 モンスターの中には遠隔攻撃や遠隔魔法つかう個体もいる、という調整に。 Will make it so all monster so that their are mobs that uses range attack, or range magic attack instead of all having range attack currently.

In regard to DoH:

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エオルゼア通信のロングインタビュー読んだけど 今後クラフターに関しては１クラスのみ極められるとか制限入れるっぽい事言ってるなぁ もしＲ５０以上でシーソー入れて来たら修理が大変になりそうだ In future crafter will be restricted/allowed to master 1 class only

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「企画自体ないわけじゃないが具体的に検討されてない」って書いてあるから優先順位低いだろうな It says "The plan does exist but overall it's not looked into yet" so probably the priority level for this is low.

*EDIT* Definately need to know more, but IMO the crafting cap is a good thing... say right now you capped everything at 40 except 1 class. Every one would be able to repair their own equipment still, but it would benefit the market if you had to specialize for the top tier gear construction. I never found XI's system overly limiting, and it's the only game I dabbled in crafting with (unless you count EVE, but it has an odd crafting mechanic in the first place). However if they cap the sub-crafts TOO low there will be bl.. er rage!

Relax. Actually the Japanese original is far less definite. First, the author just says that "he thinks there was something written that somehow sounded like a restriction that only one crafting class can be mastered to the extreme". And he isn't even sure about whether he read that right.

I thought the point of having DoH be actual classes was that they were actual classes. Making you specialize means they are not... they are basically pseudo fake classes while DoW are the real classes. I don't really get it.

Sneak/Invis for gatherer is really fun though. I just got hammered by a Roselet while mining this afternoon.... they just respawn so quick after you kill them you can't get more than a couple strikes in and you have to wipe out all the aggro again >.<

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Wada: "There may be some areas of testing that were lacking or too rigid."

Relax. Actually the Japanese original is far less definite. First, the author just says that "he thinks there was something written that somehow sounded like a restriction that only one crafting class can be mastered to the extreme". And he isn't even sure about whether he read that right.

IN the event that it is true, I envision something more akin to Merits. If you wanna be amazing at one thing you have to sacrifice in others... but every one can get to 50.

Honestly I don't care because I'm not one of those players who's goal it is to cap every class. BUT as long as a person could repair everything with their classes it wouldn't be game breaking for me IF there was a minor separation in max rank possibility.

I should have stressed the IFs a bit more in my OP, nothing is fact until it comes from the Dev's.

My plan for XIV was to do max crafting/gathering and only choose one job. In XI I ended up making crafting mules to have all but smithing maxed and then they came out with synergy which meant I not only had to level synergy for each of them or they would be worthless, but also was totally boned out of doing synergies that required multiple crafting classes since those mules were on the same account. All of that headache just because of an artificial restriction that combat classes do not have.

XIV was supposed to be different. DOH and DOL were supposed to be actual classes, not just a way to make gil in order to support your 'real' class. I really hope this is just a bad/misinformed translation.

but also was totally boned out of doing synergies that required multiple crafting classes since those mules were on the same account. All of that headache just because of an artificial restriction that combat classes do not have.

Know what? Even Fighter Classes need others to succeed at higher level content. It's called "partying". A nifty invention peculiar to MMOs, not entirely dissimilar to the "human interaction" you are able to experience when walking out of your front door. ;)

but also was totally boned out of doing synergies that required multiple crafting classes since those mules were on the same account. All of that headache just because of an artificial restriction that combat classes do not have.

Know what? Even Fighter Classes need others to succeed at higher level content. It's called "partying". A nifty invention peculiar to MMOs, not entirely dissimilar to the "human interaction" you are able to experience when walking out of your front door. ;)

Know what? Fighting a 4 story mob that can dish out physical and magical damage with 1000x the HP a PC has should take coordination between tanks, healers, support, and damage dealers. Making arrows and bullets shouldn't.

That's what is backwards in FFXI at the moment. Outside of the 'big 2' you can beat any NM 2-boxing a DD and mage. However, if you want to make both arrows and bullets you all of a sudden need to round up people to make it happen since you can't have both woodworking and alchemy at the required levels. Why in the world would you put a limit on the skills required to make arrows and bullets but not put a limit on combat classes? It's totally backwards and it looks like they may be intent on carrying over the totally ridiculous concept of limits on crafting classes but unlimited leveling of combat classes.

I have never thought of Arcanist as anything close to a Geomancer, so that part is just odd. We've now seen the first Arcanist in action(At least I don't think there was one before him) and...I'm not seeing anything similar to what is commonly thought of as a Geomancer. Didn't seem like Terrain had crap to do with his abilities at all.

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In Eotsu it says they going to release Invis/Sneak for Gatherer.

That's just awesome. I was just thinking of this yesterday, that if Sneak/Invis existed, it should just be a part of DoL. Had a pack of wolves on my *** constantly trying to complete Botanist leves this morning.

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Arcanist and Musketeer will be released once job is released and balanced

Boooo. So we'll have the current classes, refined and more specialized I guess, and then the jobs coming from those classes. And then at some point two new classes will be added, which might end up being useless before they're even released.

I think releasing Arcanist and Musketeer now(well not NOW) would be a better idea. See how players end up using them and balance them along with everything else.

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Instead of making sub-division for Short Swords or Curved Blade will make it more unique for Two Handed weapons, or Dual Wielding weapons.

This doesn't make much sense to me. Dual Wield for Gladiator makes sense(I feel like it was mentioned before), but I don't get the Two Handed weapon comment. Do they mean more "types" of Axes(Labrys, Bardiche, Bhuj...Bills) of Polearms(Spear, Harpoon, Lance, Guisarme) or something? We're kinda tied to the base name for classes now, so I don't think "new" weapons are a possiblity. Just confusing.

One thing I've been thinking of while reading this is that, none of this is set in stone. Since the game came out, there have been plenty of interviews and crap like this with ideas on future content and a lot of it just didn't pan out.

DoL/DoH were supposed to have a role in combat. Was on the website for months during beta, and I think it was still there a little after release. Never happened(But would have been cool) though.

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In future crafter will be restricted/allowed to master 1 class only

I've not, and probably never will, get a craft to 50(or even 30) but I don't care for this at all. There's no reason to start limiting people, and there is no reason for the crafting in this game to become a clone of XI. Either they are classes, and have the right to be taken as high as the player wanted, or they're just extra crap to make armor and weapons for the "real" classes. Can't be both. It's crap to restrict this to one party of the system, but not to all classes.

For me at least, there is a bit of satisfaction knowing I made every part of this weapon, or every part of this armor. I don't think it's fair to take that away from people. Doesn't mean the market will collapse because one guy is making absolutely everything themselves. They will get lazy, and they will go to the wards, and they will buy crap that is to much of a hassle to make on their own.

This doesn't make sense, by following FFXI, putting caps on DoH, where there is no repair system here like FFXIV. I'd only agree to put DoH cap if the repair system is removed or somehow the system becomes more friendly to players.

Actually there has been another Arcanist in-game...details are fuzzy for me, but it was either R30 Alch or GS quest where one was present in the final CS for it. I kept trying to figure out what the funky weapon was on his back.

I agree that a cap is going to be retarded if it comes to pass, completely negates the point of having classes, tools and so forth the way they currently exist for DoH/DoL. On the other hand, i'll gladly take the inventory+25. Lol.

Edited, Aug 1st 2011 8:06pm by Dallie

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Jerri Blank (Strangers with Candy): "I may still be doing all the wrong things, but now i'm doing them the right way!"

This doesn't make sense, by following FFXI, putting caps on DoH, where there is no repair system here like FFXIV. I'd only agree to put DoH cap if the repair system is removed or somehow the system becomes more friendly to players.

Anybody Rank 50+ can repair anything, perhaps, but not craft the most specialized items. I think that would take care of the problem.

The cap is a good idea, it fights an overabundance of supply and it finally begins to diversify what a character can do; a few heavy choices are welcome, as long as we never have to have multiple characters to experience just about everything.

The fact that SE is slowly transitioning DoH and DoL into crafts rather than the never-even-near-existent "full classes" that Tanaka vaguely mentioned months before the game even came out is a good thing also. SE clearly can't make crafters full classes at this point; the game, the missions, crafters themselves, everything clearly wasn't even designed to allow the possibility crafters be full classes in the first place. Better SE starts to make them into something decently interesting and workable instead of making NPCs to keep beating all the plot monsters.

I think it will work out well, actually.

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"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."

There are tons of Arcanist NPC in game, just go to their Guild for obvious reason, likewise for Musketeer. The Lalafell NPC in Tarbh Uisegh Faction Leve is also an Arcanist. Only Shepherd job doesn't have a Guild in-game atm.

This thread was talking about a possible Shepherd guild. I'm not sure if there's anything inside, though, but if the picture is what several people have claimed it is, then it looks like Shepherds do indeed have a guild somewhere.

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"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."

In various old settlements, you can also find many building with various guild signs. That doesn't mean the Guild will be there, more like a branch, and they are empty at the moment. Guild will need to be in city, and the only city without a DoL guild atm is Ishgard.

There are tons of Arcanist NPC in game, just go to their Guild for obvious reason, likewise for Musketeer. The Lalafell NPC in Tarbh Uisegh Faction Leve is also an Arcanist. Only Shepherd job doesn't have a Guild in-game atm.

Edited, Aug 1st 2011 11:28pm by Khornette

I meant an Arcanist in any sort of combat role. Though, his summoning of Familiars may not even be part of the job, just something his crazy *** learned to do. Before this, I only remember them standing around in the guild doing paperwork. Excitement.

I only hope that Arcanist ends up something like him. There was never a mention of Familiars and crap from them before.

Know what? Fighting a 4 story mob that can dish out physical and magical damage with 1000x the HP a PC has should take coordination between tanks, healers, support, and damage dealers. Making arrows and bullets shouldn't.

That's what is backwards in FFXI at the moment. Outside of the 'big 2' you can beat any NM 2-boxing a DD and mage. However, if you want to make both arrows and bullets you all of a sudden need to round up people to make it happen since you can't have both woodworking and alchemy at the required levels. Why in the world would you put a limit on the skills required to make arrows and bullets but not put a limit on combat classes? It's totally backwards and it looks like they may be intent on carrying over the totally ridiculous concept of limits on crafting classes but unlimited leveling of combat classes.

Once you show me a DoM that single-handedly defeats the secret boss in the Darkhold, I will consider voting for a single crafter being able to produce the highest ranking artifact armor.

P.S.: Where are the arrows and bullets you cannot produce? O.o/ P.S.II: If you can 2-box a NM, it sounds reasonable you need 2 crafters to produce decent gear.

This doesn't make much sense to me. Dual Wield for Gladiator makes sense(I feel like it was mentioned before), but I don't get the Two Handed weapon comment. Do they mean more "types" of Axes(Labrys, Bardiche, Bhuj...Bills) of Polearms(Spear, Harpoon, Lance, Guisarme) or something? We're kinda tied to the base name for classes now, so I don't think "new" weapons are a possiblity. Just confusing.

Clarification: The original Japanese comment says that "instead of sub-dividing short swords and daggers (which currently are in the same "sword" category) into their own weapon categories, individual flavor will come from the wielding-type (e.g.: single-blade double-handed style, or dual wield with one blade in each hand)".

Personal speculation: I guess that could mean once you decide to wield a dagger in each hand, either your class/job/whatever will change to "thief", or changing to thief will require that you have a dagger/short sword equipped in both hands and no shield.

Actually there has been another Arcanist in-game...details are fuzzy for me, but it was either R30 Alch or GS quest where one was present in the final CS for it. I kept trying to figure out what the funky weapon was on his back.

I agree that a cap is going to be retarded if it comes to pass, completely negates the point of having classes, tools and so forth the way they currently exist for DoH/DoL. On the other hand, i'll gladly take the inventory+25. Lol.

Edited, Aug 1st 2011 8:06pm by Dallie

R30 alc quest if I am remembering correctly

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lolgaxe wrote:

When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.

I hope everyone takes to the forums and expresses their dissatisfaction with limiting how many crafts we can master. Why should i have to make mules to level more then one job? It makes crafting more viable a way of making money sure, but crafting in FFXIV requires 0 investment.

crafting will never be a real class however mastering all crafts can motivate people to feel like their playing crafting as a whole as its own class. If that make sense.

I think a possibility for crafting to be limited is to allow everyone to go to 50, then as they raise the level cap, raise Crafting caps with it and only allow you to take 1 craft beyond 50, similar XI. Hopefully, you'll still be able to repair your equipment, though. Otherwise, @#%^ that!

This doesn't make much sense to me. Dual Wield for Gladiator makes sense(I feel like it was mentioned before), but I don't get the Two Handed weapon comment. Do they mean more "types" of Axes(Labrys, Bardiche, Bhuj...Bills) of Polearms(Spear, Harpoon, Lance, Guisarme) or something? We're kinda tied to the base name for classes now, so I don't think "new" weapons are a possiblity. Just confusing.

Clarification: The original Japanese comment says that "instead of sub-dividing short swords and daggers (which currently are in the same "sword" category) into their own weapon categories, individual flavor will come from the wielding-type (e.g.: single-blade double-handed style, or dual wield with one blade in each hand)".

Personal speculation: I guess that could mean once you decide to wield a dagger in each hand, either your class/job/whatever will change to "thief", or changing to thief will require that you have a dagger/short sword equipped in both hands and no shield.

my own speculation for how they deal with this, is instead of just letting you equip 2 individual weapons, they'll implement weapon pairs for dual wielding classes, like how monk knuckles work. Could even implement 2 subclasses of weapons, 1h and dw options so they could still offhand a shield or something (if they decide for some reason that it would be needed). I just think this would be the cleanest and easiest to implement solution for the system they have now.

I love the weapon diversifiction comming. I would like to be able to pick two different weapons rather than have pairs; this allows one to equip an MP drain dagger with a Silence dagger, or a Sap Kitana with a Critical hit one.

As for limits on classes go, I have no problem with this as long as the same premis is given to DOW. I suspect it is in reference to some kind of Merit system, where one can limit-break.

This doesn't make much sense to me. Dual Wield for Gladiator makes sense(I feel like it was mentioned before), but I don't get the Two Handed weapon comment. Do they mean more "types" of Axes(Labrys, Bardiche, Bhuj...Bills) of Polearms(Spear, Harpoon, Lance, Guisarme) or something? We're kinda tied to the base name for classes now, so I don't think "new" weapons are a possiblity. Just confusing.

Clarification: The original Japanese comment says that "instead of sub-dividing short swords and daggers (which currently are in the same "sword" category) into their own weapon categories, individual flavor will come from the wielding-type (e.g.: single-blade double-handed style, or dual wield with one blade in each hand)".

Personal speculation: I guess that could mean once you decide to wield a dagger in each hand, either your class/job/whatever will change to "thief", or changing to thief will require that you have a dagger/short sword equipped in both hands and no shield.

my own speculation for how they deal with this, is instead of just letting you equip 2 individual weapons, they'll implement weapon pairs for dual wielding classes, like how monk knuckles work. Could even implement 2 subclasses of weapons, 1h and dw options so they could still offhand a shield or something (if they decide for some reason that it would be needed). I just think this would be the cleanest and easiest to implement solution for the system they have now.

In before all the immersion babies say they are left handed and want shield in right :P

Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

I meant worst idea ever when it comes to the game considering that we are, you know, in a Final Fantasy XIV forum. I thought it was implied I was talking about the game. In retrospect I suppose I could have been more specific. I'll try to be more specific in the future so as to not draw attention of the more sarcastic posters.

Yes I know I'm ******** about sarcasm while I myself being sarcastic. Bite me.

Honestly we just need large group crafting events, and more high level sought-after specialized crafting gear. As far as combat classes go, most people are going to focus on one class for that group content, where they focus on obtaining that gear, and using that class in boss fights.

It should be the same for crafting. Those who want to focus on multiple classes can't do so at the same time, and it's quite a time investment to do so. (Post leveling time investment though, I understand EXPing is already an investment for everyone.)

There is no difference if they cap crafting at 1 per character or not. The only difference is money.

Think about it. For people who want to max every craft, they'll do it either way. Either they'll master every craft on 1 character or they'll pay to have more characters and do it on as many characters as it takes. There is no difference except how much money SE takes in per month, from those people.

Either way the economy will be the same. Prices for things will stabalize on the supply and demand based on how long it took to acquire and produce the thing you're selling. There is no difference.

Understanding all of this. I don't like this change. It won't do what it pretends it wants to do, which is limit people to only 1 craft and force player interaction in crafting. All it will really do is make SE a little more money and cause the market value of some items in the wards to be a little higher, because crafters will now have to factor in what a pain it is to transfer different materials from different crafting mules.

There is no difference if they cap crafting at 1 per character or not. The only difference is money.

Think about it. For people who want to max every craft, they'll do it either way. Either they'll master every craft on 1 character or they'll pay to have more characters and do it on as many characters as it takes. There is no difference except how much money SE takes in per month, from those people.

Either way the economy will be the same. Prices for things will stabalize on the supply and demand based on how long it took to acquire and produce the thing you're selling. There is no difference.

Understanding all of this. I don't like this change. It won't do what it pretends it wants to do, which is limit people to only 1 craft and force player interaction in crafting. All it will really do is make SE a little more money and cause the market value of some items in the wards to be a little higher, because crafters will now have to factor in what a pain it is to transfer different materials from different crafting mules.

If levelling certain crafts to 51+ necessitates having other classes up, however, perhaps in order to acquire the crafting skills from different classes and guilds, and to have access to support crafts, then that will probably deter nearly everyone from doing it on several characters. FFXI had no level restriction for crafts, and FFXI had no crafting abilities to speak of; even in FFXI, though, not many people had multiple mules for the purpose of having several level 100 crafts.

Yes, there will be a very small number of people who will cap the classes across multiple characters regardless of what SE does (even if it means having multiple accounts), but a crafting cap per character will deter most people from having access to multiple maxed crafts and will affect the economy accordingly.

As an additional note: making item that much harder to craft, that much rarer, also gives SE the licence to make them that much better. Maybe a capped Alchemist will be able to make some very powerful potions; a capped woodworker some specialized arrows. Maybe SE will even allow players to make items that only they can use (which will also benefit from an equivalent boost in utility), thanks to it being produced by their one capped craft.

Edited, Aug 3rd 2011 9:34pm by KaneKitty

____________________________

"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."